Session 109 Prep: Difference between revisions
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== Interludes == | == Interludes == | ||
=== A night in jail === | === A night in jail === | ||
The PC's are taken into custody to await the traveling magistrate. Their magical brands are discovered and the magistrate takes them aside to tell them of their quest. | * The PC's are taken into custody to await the traveling magistrate. Their magical brands are discovered and the magistrate takes them aside to tell them of their quest. | ||
=== Hitversk Arrives === | === Hitversk Arrives === | ||
Hitversk arrives looking for his companions to start some carousing. | * Hitversk arrives looking for his companions to start some carousing. His preference is to head to the The Empty Net tavern and blow off steam. | ||
=== Raider sails are sighted === | === Raider sails are sighted === | ||
The sails of raiders from the Sea Princes are sighted on the horizon. The town panics and sounds the alarms. Do the PC's head out to sea or help fortify the town? | * The sails of raiders from the Sea Princes are sighted on the horizon. The town panics and sounds the alarms. Do the PC's head out to sea or help fortify the town? The PC's may discover some of the odd artifacts in use (linked to the Empire of Lynn arms dealers) | ||
== Planned Events == | == Planned Events == | ||
=== The Constable Arrives === | === The Constable Arrives === | ||
* The constable and a heavily armed escort arrives to put a stop to the bar fight to find the PC's sitting at the bar drinking quietly. The remaining patrons still in the bar are in shock but no property damage is apparent. | * The constable Halvor and a heavily armed escort arrives to put a stop to the bar fight to find the PC's sitting at the bar drinking quietly. The remaining patrons still in the bar are in shock but no property damage is apparent. | ||
* Depending on their actions Halvor may have them taken in for questioning at which point their brands are discovered. (Ref ' A night in jail' ) | |||
=== The tale of the Haunted House === | |||
* The PC's meet with [[Julia]] who tells them of the old alchemists mansion on the hill outside of town. Its reportedly haunted and strange lights have been seen there on moonless nights. | |||
== Cliffhanger == | == Cliffhanger == | ||
If they are in town the raiders arrive. If they are on the road use the coastal random encounter. | |||
=== Random Encounters === | === Random Encounters === | ||
[[Coastal Encounters|Coastal Encounter]] | |||
== Key NPC's == | == Key NPC's == |
Revision as of 14:51, 9 February 2024
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Previously...
The party arrived at Coregilia and promptly got involved in a bar fight that resulted in a "virtual" massacre that though killed many, ultimately resulted in no deaths due to the quick work of Balmaris the cleric.
Session 108 Killed by a flumph
Interludes
A night in jail
- The PC's are taken into custody to await the traveling magistrate. Their magical brands are discovered and the magistrate takes them aside to tell them of their quest.
Hitversk Arrives
- Hitversk arrives looking for his companions to start some carousing. His preference is to head to the The Empty Net tavern and blow off steam.
Raider sails are sighted
- The sails of raiders from the Sea Princes are sighted on the horizon. The town panics and sounds the alarms. Do the PC's head out to sea or help fortify the town? The PC's may discover some of the odd artifacts in use (linked to the Empire of Lynn arms dealers)
Planned Events
The Constable Arrives
- The constable Halvor and a heavily armed escort arrives to put a stop to the bar fight to find the PC's sitting at the bar drinking quietly. The remaining patrons still in the bar are in shock but no property damage is apparent.
- Depending on their actions Halvor may have them taken in for questioning at which point their brands are discovered. (Ref ' A night in jail' )
The tale of the Haunted House
- The PC's meet with Julia who tells them of the old alchemists mansion on the hill outside of town. Its reportedly haunted and strange lights have been seen there on moonless nights.
Cliffhanger
If they are in town the raiders arrive. If they are on the road use the coastal random encounter.
Random Encounters
Key NPC's
The ships captain
Name: Hvitserk
Campaign:
Alignment: Lawful Neutral
Appearance: Standing tall and broad-shouldered, Hvitserk commands respect with every booming command. His eyes, the color of a stormy sea, hold both cunning and a hint of wildness. A thick braid, interwoven with beads and feathers, frames his weathered face, which is etched with the lines of countless battles and harsh winters.His mighty axe, "Thunder's Roar, is as much a part of him as his own arm.
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info: Knows the coastal waterways around the North Kingdom like the back of his hand.
Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:
Constable Halvor Ironfist
Name: Halvor Ironfist
Campaign:
Alignment: Lawful Neutral
Appearance: Halvor stands at 6'5" with broad shoulders and arms like tree trunks. His face is a map of scars, acquired during his years of service to the city guard. He sports a thick beard braided with iron wire and wears a suit of battered plate armor adorned with the symbol of the city guard.
Voice/Mannerisms:
Ideal: Halvor believes in upholding the law and protecting his city above all else. He sees himself as a guardian of justice and will not hesitate to lay down his life for the greater good.
Flaw: Halvor can be stubborn and rigid in his adherence to procedure, sometimes missing opportunities due to an excessive focus on following rules and regulations.
Bond: Halvor's loyalty to the city guard is unwavering, stemming from a deep sense of duty and honor. He has known little else but service to the Guard and cannot imagine any other path in life.
Info: Enjoys walking the village late at night and takes pleasure in roughing up thieves if he can catch them.
Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:
Halvors Escorts
Name: Corporal Corrado
Race/Class: Human (Guard)
Personality: Experienced and stoic. He's been with the town watch for over a decade now and has seen it all.
Motivations: Protect
Name: Sergeant Raffaele
Race/Class: Human (Guard)
Personality: Confident and commanding.
Motivations: Protect
Name: Luca
Race/Class: Human (Guard)
Personality: Friendly and approachable.
Motivations: Protect
Town Guard Stats
- Alignment generally LN but a few may be LE.
- Armor Class: 12 (leather)
- Hit Points: 18
- Speed: 30 ft.
- Attack Bonus: +4 (broadsword or spear)
- Defense Bonus: +5
- Special Abilities: None
Guildmaster of the Theives Guild
Name: Eira Shadowglow
Campaign:
Alignment: Neutral Evil
Appearance: Eira Shadowglow is an elegant half elf woman with piercing emerald eyes that seem to glow in the dark. Her long, raven-black hair cascades down her back like a waterfall of night, and she often adorns it with intricate braids and clips that glint in the light. Her slender frame is clad in a flowing black cloak embroidered with silver thread, which billows behind her as she moves with graceful, fluid motions. Wears a black leather outfit with an intricate pattern of interlocking crescent moons on the chest.
Voice/Mannerisms:
Ideal: Revenue and power for herself alone.
Flaw: A tendency towards recklessness when it comes to dealing with enemies, often leading to overconfidence and underestimation of their abilities.
Bond: She is fiercely loyal to those who can provide her with the most benefit in achieving her ideals.
Info:
Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment: